VRay vs. VRayRT image quality difference?

I have been using VRay for Maya for the past month and I am having some rather significant differences in image quality. Seems like VRayRT renders the outer lenses much better that the actual VRay renderer. Using VRayRT I’m getting more reflections on the outer lens and none using straight VRay. Are there specific per shader properties that need to be tweaked to get the same result using VRay or are there some general render settings in VRay that need to be set for reflecion/refraction to get teh same look as in VRayRT image? Am I missing something. Help :slight_smile:

VRay for Maya

VRayRT for Maya

VRay for Maya - http://s3images.coroflot.com/user\_files/individual\_files/original\_10754\_2PVpmBM32v1rdIPBHelGuRaJO.jpeg
VRayRT for Maya - http://s3images.coroflot.com/user\_files/individual\_files/original\_10754\_7eGMAcAVR\_fLEwA031iSft0Ab.jpeg

Are you sure the reflection/refraction depth of your materials is set up correctly for the production renderer?

Best regards,
Vlado

Hi Vlado

My reflection/refraction depth on material is set to 10. In the global production settings: VRay --> Materials Global Max depth is unchecked per instructions, Max transparency levels is set to 50 and transparency cutoff is 0. Any suggestions? Thanks.

Not really, I would have to check out that part of the scene to be sure what’s happening.

Best regards,
Vlado

My scene is around 300MB so there is no easy way of transferring it:) Not sure what can be so different in the RT engine settings from the production renderer.

Do you have store with irradiance map enabled on your lighting?

I am using light dome and a single light sphere. Both have store with irradiance map ON.

I don’t need the whole scene, just a head light will be enough…

Best regards,
Vlado

Can you test and disable it in the production render, it should be fix the problem. When store with irradiance map’’ is used the light is only used during irradiance map caluclation where no speculars are rendered. Speculars are rendered in the final rendering, the dome light is excluded from final rendering since it was stored with the irradiance map. Vlado can explain this better.

It’s converted CAD data so the headlamp alone is still 20MB :frowning: Email?

I have it off on the light dome and the sphere light. Where do you disable it in production render because I don’t see the setting anywhere. Sorry, long hours, brain is refusing to cooperate:)

You can email us to vraymaya@chaosgroup.com and we’ll get you ftp info to upload it.

Best regards,
Vlado

Vlado, I submitted the file. Thank you for your help.
Things are looking very well here and I am guessing that we will make a final “positive” call on VRay for Maya after the Christmas Holidays:)

to me it looks like something isn’t gamma correcting properly. I could be wrong though.

Are you using vrayHDRI within your dome (or for any other kind of usem, eg env reflection)?
I discovered discrepancies between production and RT when changing render/overall mult and gamma in the map.
I’m on max but this is exactly the issue i had while testing car rendering like you did.

http://www.chaosgroup.com/forums/vbulletin/showthread.php?66484-VrayHDRI-in-VrayRT-doing-math-differently

Interesting, but I am not using vrayHDRI. I am using standard VRay Dome light with no HDRI map.

I am close to making a call that this is a bug. No matter what I do within the general production rendering settings and in RT it changes nothing. Global production settings for Global max depth ignore shader settings. When the global setting is activated it still doesn’t render correctly. I hope someone can take a look at this.

Yes, we are looking into it.

Best regards,
Vlado

Thanks Vlado, this is a critical issue for us. I am trying to have Vray become our number one tool for visualization across all departments.
Cheers.